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Months Late Game Review, Part 2. Zelda: Tears of the Kingdom. Some Bad Things.

The Bottom Feeder

It means a huge chunk of bespoke content won't be played much. You need to look for ways to stretch the content inexpensively. Tweak the AI for one so the moment the goblins see you they all leap out of it and rush you. Each time you find a “Geoglyph," you watch a cutscene which shows a sliver of what happened to Zelda.

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Would “Sword Art Online” Be a Bad VR Game?

Rampant Games

I believe that Skyrim is a mix of hand-crafted and procedurally (or at least tools-generated) content, and it could be a pretty fair comparison. Anyway, bottom-line, we’re talking about 150-200 Skyrims of content for all of Aincrad. Cutscenes in an MMO? Worldwide Gated Content. Worse, it can cause VR sickness.

Art 52
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Open world RPG design notes from Enderal, a big long Skyrim mod

Radiator Blog

This is a convenient diegetic way of locking the player in-place for a cutscene, while also priming the player for an extended cutscene. It is much better than the boring shot reverse-shot cutscene stuff going on in AAA RPGs these days, and makes Skyrim's "sit" mechanic more meaningful. Wider, spread out, less dense.

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Darner's Digest, vol. 3: on the Yarn Spinner v2.0 release + a YS primer

Radiator Blog

Some games do all their cutscene scripting and even enemy AI in Yarn Spinner, because really, it's just a simple scripting language that does whatever you tell it to do. Nothing stops you from adding more commands, functions, markup tags, or new ways to process the script. // custom NPC AI script example?

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Sandbox vs themepark

Raph Koster

If you really care, the MUD Wiki on Fandom , started in the wake of the great Wikipedia purge of MUD content, has you covered. All the content in the game was just data in fields. On MOOs and LPMuds, you had a lower barrier for adding features, but you also had a higher barrier for “just making content.”

Sandbox 64
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The three most important qualities in an RPG

Keith Burgun

Part of what makes them so soulless is their lack of specificity: we aren’t seeing the feelings or aesthetics of any particular human, but rather the almost AI-generation-like amalgamation of what the marketing department thinks others will like.

Fantasy 52
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Deathloop deconstruction / design thoughts

Radiator Blog

Or at worst, they are leftover consequences of the design and they had to fudge some random content for it. Wisely, the game doesn't really explain invasion conditions, and the uncertainty is a lot more interesting (until it isn't). Bot invaders often don't interrupt a boss fight. TUTORIAL The tutorial happens across 3 in-game loops.